b486678290
Library -Artifacts
236 lines
12 KiB
C#
236 lines
12 KiB
C#
// ENABLE_VR is not defined on Game Core but the assembly is available with limited features when the XR module is enabled.
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#if UNITY_INPUT_SYSTEM_ENABLE_XR && (ENABLE_VR || UNITY_GAMECORE) && !UNITY_FORCE_INPUTSYSTEM_XR_OFF || PACKAGE_DOCS_GENERATION
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using System.Runtime.InteropServices;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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using UnityEngine.Scripting;
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using TrackingState = UnityEngine.XR.InputTrackingState;
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namespace UnityEngine.InputSystem.XR
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{
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/// <summary>
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/// State layout for a single pose.
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/// </summary>
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/// <remarks>
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/// This is the low-level memory representation of a single pose, i.e the
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/// way poses are internally transmitted and stored in the system. PoseStates are used on devices containing <see cref="PoseControl"/>s.
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/// </remarks>
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/// <seealso cref="PoseControl"/>
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[StructLayout(LayoutKind.Explicit, Size = kSizeInBytes)]
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public struct PoseState : IInputStateTypeInfo
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{
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internal const int kSizeInBytes = 60;
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/// <summary>
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/// Memory format tag for PoseState.
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/// </summary>
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/// <value>Returns "Pose".</value>
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/// <seealso cref="InputStateBlock.format"/>
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public FourCC format => new FourCC('P', 'o', 's', 'e');
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/// <summary>
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/// Constructor for PoseStates.
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///
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/// Useful for creating PoseStates locally (not from <see cref="PoseControl"/>).
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/// </summary>
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/// <param name="isTracked">Value to use for <see cref="isTracked"/></param>
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/// <param name="trackingState">Value to use for <see cref="trackingState"/></param>
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/// <param name="position">Value to use for <see cref="position"/></param>
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/// <param name="rotation">Value to use for <see cref="rotation"/></param>
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/// <param name="velocity">Value to use for <see cref="velocity"/></param>
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/// <param name="angularVelocity">Value to use for <see cref="angularVelocity"/></param>
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public PoseState(bool isTracked, TrackingState trackingState, Vector3 position, Quaternion rotation, Vector3 velocity, Vector3 angularVelocity)
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{
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this.isTracked = isTracked;
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this.trackingState = trackingState;
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this.position = position;
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this.rotation = rotation;
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this.velocity = velocity;
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this.angularVelocity = angularVelocity;
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}
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/// <summary>
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/// Whether the pose is currently being fully tracked. Otherwise, the tracking is either unavailable, or simulated.
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/// </summary>
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/// <remarks>
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/// Fully tracked means that the pose is accurate and not using any simulated or extrapolated positions, and the system tracking this pose is able to confidently track this object.
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/// </remarks>
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[FieldOffset(0), InputControl(displayName = "Is Tracked", layout = "Button")]
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public bool isTracked;
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/// <summary>
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/// A Flags Enumeration specifying which other fields in the pose state are valid.
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/// </summary>
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[FieldOffset(4), InputControl(displayName = "Tracking State", layout = "Integer")]
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public TrackingState trackingState;
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/// <summary>
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/// The position in 3D space, relative to the tracking origin where this pose represents.
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/// </summary>
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/// <remarks>
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/// Positions are represented in meters.
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/// This field is only valid if <see cref="trackingState"/> contains the <see cref="UnityEngine.XR.InputTrackingState.Position"/> value.
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/// See <seealso cref="UnityEngine.XR.TrackingOriginModeFlags"/> for information on tracking origins.
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/// </remarks>
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[FieldOffset(8), InputControl(displayName = "Position", noisy = true)]
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public Vector3 position;
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/// <summary>
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/// The rotation in 3D space, relative to the tracking origin where this pose represents.
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/// </summary>
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/// <remarks>
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/// This field is only valid if <see cref="trackingState"/> contains the <see cref="UnityEngine.XR.InputTrackingState.Rotation"/> value.
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/// See <seealso cref="UnityEngine.XR.TrackingOriginModeFlags"/> for information on tracking origins.
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/// </remarks>
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[FieldOffset(20), InputControl(displayName = "Rotation", noisy = true)]
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public Quaternion rotation;
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/// <summary>
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/// The velocity in 3D space, relative to the tracking origin where this pose represents.
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/// </summary>
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/// <remarks>
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/// Velocities are represented in meters per second.
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/// This field is only valid if <see cref="trackingState"/> contains the <see cref="UnityEngine.XR.InputTrackingState.Velocity"/> value.
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/// See <seealso cref="UnityEngine.XR.TrackingOriginModeFlags"/> for information on tracking origins.
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/// </remarks>
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[FieldOffset(36), InputControl(displayName = "Velocity", noisy = true)]
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public Vector3 velocity;
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/// <summary>
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/// The angular velocity in 3D space, relative to the tracking origin where this pose represents.
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/// </summary>
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/// <remarks>
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/// This field is only valid if <see cref="trackingState"/> contains the <see cref="UnityEngine.XR.InputTrackingState.AngularVelocity"/> value.
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/// See <seealso cref="UnityEngine.XR.TrackingOriginModeFlags"/> for information on tracking origins.
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/// </remarks>
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[FieldOffset(48), InputControl(displayName = "Angular Velocity", noisy = true)]
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public Vector3 angularVelocity;
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}
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/// <summary>
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/// A control representing a Pose in 3D space, relative to an XR tracking origin
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/// </summary>
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/// <remarks>
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/// Note that unlike most other control types, <c>PoseControls</c> do not have
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/// a flexible memory layout. They are hardwired to <see cref="PoseState"/> and
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/// will not work correctly with a different memory layouts. Additional fields may
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/// be appended to the struct but what's there in the struct has to be located
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/// at exactly those memory addresses.
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///
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/// For more information on tracking origins see <see cref="UnityEngine.XR.TrackingOriginModeFlags"/>.
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/// </remarks>
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[Preserve, InputControlLayout(stateType = typeof(PoseState))]
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public class PoseControl : InputControl<PoseState>
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{
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/// <summary>
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/// Represents whether this pose is fully tracked or unavailable/simulated.
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/// </summary>
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/// <value>Control representing whether the pose is being fully tracked. Maps to the <see cref="PoseState.isTracked"/> value.</value>
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/// <seealso cref="PoseState.isTracked"/>
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public ButtonControl isTracked { get; private set; }
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/// <summary>
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/// The other controls on this <see cref="PoseControl"/> that are currently reporting data.
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/// </summary>
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/// <remarks>
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/// This can be missing values when the device tracking this pose is restricted or not tracking properly.
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/// </remarks>
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/// <value>Control representing whether the pose is being fully tracked. Maps to the <see cref="PoseState.trackingState"/> value of the pose retrieved from this control.</value>
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/// <seealso cref="PoseState.trackingState"/>
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public IntegerControl trackingState { get; private set; }
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/// <summary>
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/// The position, in meters, of this tracked pose relative to the tracking origin.
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/// </summary>
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/// <remarks>
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/// The data for this control is only valid if the value returned from <see cref="trackingState"/> contains <see cref="UnityEngine.XR.InputTrackingState.Position"/> value.
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/// </remarks>
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/// <value>Control representing whether the pose is being fully tracked. Maps to the <see cref="PoseState.position"/> value of the pose retrieved from this control.</value>
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/// <seealso cref="PoseState.position"/>
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public Vector3Control position { get; private set; }
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/// <summary>
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/// The rotation of this tracked pose relative to the tracking origin.
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/// </summary>
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/// <remarks>
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/// The data for this control is only valid if the value returned from <see cref="trackingState"/> contains <see cref="UnityEngine.XR.InputTrackingState.Rotation"/> value.
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/// </remarks>
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/// <value>Control representing whether the pose is being fully tracked. Maps to the <see cref="PoseState.rotation"/> value of the pose retrieved from this control.</value>
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/// <seealso cref="PoseState.rotation"/>
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public QuaternionControl rotation { get; private set; }
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/// <summary>
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/// The velocity, in meters per second, of this tracked pose relative to the tracking origin.
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/// </summary>
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/// <remarks>
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/// The data for this control is only valid if the value returned from <see cref="trackingState"/> contains <see cref="UnityEngine.XR.InputTrackingState.Velocity"/> value.
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/// </remarks>
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/// <value>Control representing whether the pose is being fully tracked. Maps to the <see cref="PoseState.velocity"/> value of the pose retrieved from this control.</value>
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/// <seealso cref="PoseState.velocity"/>
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public Vector3Control velocity { get; private set; }
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/// <summary>
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/// The angular velocity of this tracked pose relative to the tracking origin.
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/// </summary>
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/// <remarks>
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/// The data for this control is only valid if the value returned from <see cref="trackingState"/> contains <see cref="UnityEngine.XR.InputTrackingState.AngularVelocity"/> value.
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/// </remarks>
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/// <value>Control representing whether the pose is being fully tracked. Maps to the <see cref="PoseState.angularVelocity"/> value of the pose retrieved from this control.</value>
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/// <seealso cref="PoseState.angularVelocity"/>
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public Vector3Control angularVelocity { get; private set; }
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/// <summary>
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/// Default-initialize the pose control.
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/// </summary>
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/// <remarks>
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/// Sets the <see cref="InputStateBlock.format"/> to <c>"Pose"</c>.
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/// </remarks>
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public PoseControl()
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{
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m_StateBlock.format = new FourCC('P', 'o', 's', 'e');
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}
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/// <inheritdoc />
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protected override void FinishSetup()
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{
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isTracked = GetChildControl<ButtonControl>("isTracked");
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trackingState = GetChildControl<IntegerControl>("trackingState");
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position = GetChildControl<Vector3Control>("position");
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rotation = GetChildControl<QuaternionControl>("rotation");
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velocity = GetChildControl<Vector3Control>("velocity");
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angularVelocity = GetChildControl<Vector3Control>("angularVelocity");
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base.FinishSetup();
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}
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/// <inheritdoc />
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public override unsafe PoseState ReadUnprocessedValueFromState(void* statePtr)
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{
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return new PoseState()
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{
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isTracked = isTracked.ReadUnprocessedValueFromState(statePtr) > 0.5f,
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trackingState = (TrackingState)trackingState.ReadUnprocessedValueFromState(statePtr),
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position = position.ReadUnprocessedValueFromState(statePtr),
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rotation = rotation.ReadUnprocessedValueFromState(statePtr),
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velocity = velocity.ReadUnprocessedValueFromState(statePtr),
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angularVelocity = angularVelocity.ReadUnprocessedValueFromState(statePtr),
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};
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}
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/// <inheritdoc />
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public override unsafe void WriteValueIntoState(PoseState value, void* statePtr)
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{
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isTracked.WriteValueIntoState(value.isTracked, statePtr);
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trackingState.WriteValueIntoState((uint)value.trackingState, statePtr);
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position.WriteValueIntoState(value.position, statePtr);
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rotation.WriteValueIntoState(value.rotation, statePtr);
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velocity.WriteValueIntoState(value.velocity, statePtr);
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angularVelocity.WriteValueIntoState(value.angularVelocity, statePtr);
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}
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}
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}
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#endif
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